super chill, cool looking light effects ૮₍ ˶ᵔ ᵕ ᵔ˶ ₎ა
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Runeweaver's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2142 | 3.125 | 3.125 |
Overall | #2475 | 3.176 | 3.176 |
Creativity | #2607 | 3.250 | 3.250 |
Style | #2753 | 3.153 | 3.153 |
Ranked from 72 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You are a wizard who uses runes to manipulate the environment (shrinking/enlarging creatures and platforms)
Development Time
(Optional) Please credit all assets you've used
Medieval pixel art asset FREE - Blackspire (Unity Asset Store)
Background Music credit
Music from #Uppbeat (free for Creators!):
https://uppbeat.io/t/kevin-macleod/lightless-dawn
License code: DHIBOUQWRLACESKV
Comments
Simple and fun! Cool and unique spells, maybe one of the best platformers I've seen in this jam!
Honestly when I saw the amount of platformers I kicked myself a little, thinking I should have done something a bit more unique XD But the amount of posititivity about the mechanics surprised me :) Once I fix all the bugs and make the player feel a bit nicer with time I'll see how it goes! Thank you kindly for the feedback :)
Main thing I noticed is I seemed to get stuck on random bits of the floor a lot, but then I would jump and not get stuck on them anymore?
This idea definitely has room to grow with different types of runes/limiting uses in a room etc. Good work!
Yeah there is some weird invisible obstacle bug that comes and goes I'm not really sure whats going on, after this I'm going to go through it with a fine tooth comb and find out what happened haha :) We do have a limiting mechanic in place and an extra rune but they didn't make it into this version, definitely going to polish it up :) Thanks for taking the time to play!
Accidentally left a comment for another game on this one at first (oops!) Just played it as part of the wizard gang! (feel free to check out and rate my team's wizard game). I have to say, your mechanics successfully created a lot of tension while I was playing. I was constantly on edge trying to make it to the next spot in time before something bad happened. I also really like how many things in the environment could be scaled, I thought that was really cool and something we didn't get to do in our game enough. I've got a couple of points of feedback since the page says the game is still in development:
- With movement being this important the movement really needs to be nailed. I'm sure with more time you'd have gotten to it but the typical good feeling and predictable jump arcs, coyote time, animations representing the state the player is in, etc. We actually didn't juice our character enough either.
- The icons of the runes the player has access to are super important game information, imo they should be in the same spot on the screen in every level, probably in a UI element somewhere. There were times where the timers were off screen for me and it was really hard to know how much time I had left. Even when I could see them it was hard to platform and look at them at the same time. My other suggestion would be to place an icon next to the player when a rune is activated that shows how much time is left on it.
Overall I think the mood, style, level design, and mechanic were all very cool, great work!
I did wonder what was going on with that comment haha but I didn't question it :') Team Wizard! <3 I'm glad you felt a little rush when playing :3 We actually had a 5th rune in development but we didn't know what else we could scale haha :)
- The movement was definitely a low point, we had a lot of feedback on all the elements we can add to make it a better experience, I didn't even know what coyote time was before this jam but now I do know and I need it lol - to make the character feel good I would like that :)
- The rune UI was tricky because it was always so big it was covering puzzle elements, it started off always in the middle but as the puzzles got more complicated I started moving it around - I will most definitely look into a solution for this maybe zooming out a bit the puzzle or fixing it to the place where the timer should be, it didn't add much to the game anyway
Thank you for taking the time to play the game and leaving such useful suggestions :D I will use it to improve the game for sure!
Wizard gang!
Super fun game jam entry! The puzzle progression (and tutorials) was great, the spells were creative, and the game just looks really nice! There was def a bit of jank with the spells and platforms not behaving quite like I expected them too, but nothing that was so gamebreaking I couldn't beat it on the next attempt when it killed me. I thought the controls were a bit slow and floaty at first, but you put it to good use throughout the levels, so overall, just really nicely done!
Shadow Wizard Money Gang 🧙♂️
Nice puzzles, I like the rune mechanic and props for the cool torch effect :D
The movement was a bit wonky at times:
- Landing on the ground after jumping would sometimes make the player stuck (wiggling around or jumping usually fixed it)
- When the player’s “shrink” spell runs out and he’s enlarged to the original size, the player would sometimes get a part of him stuck underground (this actually killed me once, even tho I was in an open space)
- The windows render on top of the platforms (see uploaded image)
Wizard Tribe!
Thanks a ton for playing the game—I’m so glad you enjoyed the runes and torches! :3 The bug list is definitely growing, and while we were already aware of a few of these, it’s super helpful to see what’s affecting everyone the most. The invisible obstacles/colliders are a big one, and that weird shrinking issue is definitely on the radar too. I’ll tackle these after the jam, even if it means tearing the level apart and reassessing from scratch, haha.
And those windows! I swear I double-checked each one, but clearly, some sneaky ones slipped through! XD
Thanks so much for the bug report—it really helps a lot!
A great concept that was well executed, good work on this entry! The levels were fun and well designed. I loved the visuals, notably the tileset and the windows which were my two favorite assets. The player character was also well designed, though one thing I could point out is that player animations would really elevate the game feel. Overall a very nice job on this puzzle platformer!
Great idea using a wizard and their magic to interact with the environment—fantastic puzzle design! The level difficulty progression is excellent; at the beginning, each ability comes with instructions so players don’t get lost, and then the difficulty increases gradually. The lighting effects you used with Unity look beautiful in the environment. Congratulations!
Good graphics, I liked that there were so many very original mechanics. Great game!
Great concept. I enjoyed the progression of difficulty. I got stuck when the wizard needs to be small on an invisible wall a few times. It's the level where you are only allowed to use the 4th magic spell and need to be fast. Fun game though.
Thank you for bringing this to my attention! It seems there are a few invisible obstacles in the game that I haven't quite tracked down yet. For that particular one, you can get past it by jumping a bit—it’s not the only one, unfortunately, as the game does have a few bugs scattered throughout. I really appreciate your bug report, and I’m glad to hear you enjoyed the game despite the occasional glitch!
I think there are some collision problem, fell through the floor at the exit at times, and others I got blocks by an invisible wall at the exit unless I jump,, otherwise great job! Love the wizard theme!
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